Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - E-11

This suggestion will be discussed at the next content meeting.

Snake

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E-11 Feedback & Suggestions Thread

Help us fine-tune Site-65's primary SCP response force.

Hey everyone,

We’re putting this thread together to gather your thoughts on Mobile Task Force Epsilon-11 ("Nine-Tailed Fox"). how they function, what they bring to the table, and what could be improved to make them more balanced, interesting, and fun for everyone involved, including SCPs.

Whether you’re part of E-11, have interacted with them in roleplay, or just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want E-11 to be:

- A MTF that feels elite and fun to play, but not overpowered
- A team with a meaningful gameplay loop beyond combat
- A role that's fun to play and isn't racking up burnout from constant SCP breaches
- A functional MTF that serves as the primary line between SCPs breaches and a Code Black
- A unique loadout system that's a well-rounded balance between lore, combat, and roleplay for both E-11 and the wider site​

Some things to think about:

- What should E-11 be doing outside of containing breaches?
- Are E-11 too strong or weak against SCPs? And what should they be?
- Are there new tools, gear, or roles they could have?
- Are there better ways to separate E-11 from other combat roles beyond just SCP combat?
- How can E-11’s containment tools or methods be more interactive?
- What would make playing in E-11 more rewarding in the long term to limit burnout?​

If you’ve got feedback, ideas, or even flat-out concepts. Please post them below! Just try to be detailed so we can fully understand what you’re suggesting. We’re open to all kinds of input, whether it’s a small tweak or a major shift.

Please know, while we will be reviewing all feedback, this does not mean everything said will be accepted by default. Ideas and feedback will be tallied up in a suggestion thread for Content Team and Senior Server Leadership+ to review.

Keep the thread on topic, we will be forced to reply ban people and delete messages if they don't contribute to the thread as a whole.


Thanks for helping us keep E-11 sharp, fair, and fun.

– The Content Team
 
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Nov 8, 2022
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[Content Suggestion] E-11 Tracker Job


What does this suggestion change/add/remove:

This suggestion adds a new job to the MTF E-11 Regiment called the “Tracker.” This specialist is equipped with trap based and tactical support utilities designed to slow, weaken, and contain SCPs more effectively. The Tracker is intended to be a support-heavy unit that helps tip the scales during containment breaches by deploying a range of area denial tools and immobilization equipment. This adds a tactical layer for coordinated containment rather than relying on casualty heavy engagements.

What exactly would the utilities be looking like? (Not all of them would have to be added but definitely would add some cool new utilities).

E-11 CSG Class (Moving E-11 Breacher to SGT)

~ Shock Grenade (Not an in-game item to my knowledge but essentially would serve as a slowing agent for all those afflicted by said grenade).

~ Electric Net Gun (Not an in-game item but would act as a gun that shoots a net which would completely hold smaller/humanoid SCPs for 3 seconds).

~ ERT Deployable Force Field (An in-game item with some tweaks making it weaker than the actual one ERT gets but definitely useful in allowing E-11 time to respond while simultaneously allowing E-11 more area denial within HCZ.)

~ Triggered Nerve Gas Mine (Not an in-game item but would essentially serve as an area denial mine which can only be triggered by SCPs).

- Kant Scanner

- SCP Cuffs

- FHR-40 (Or another Primary, not too familiar with the guns on the server)

- M9 (Secondary)

- Radio

- CL3 Card (with E11 CSG overrides).

~ Represents possible utilities that could be added/developed to this new class.

Has something similar been suggested before? If so, why is your suggestion different?
Not to my knowledge.

Possible Positives of the suggestion (At least 2):

Enhanced Strategic Depth:
The Tracker adds utility-based gameplay to E-11, encouraging coordination and preparation over pure reaction. It promotes control, chokepoint defense, and support-based playstyles.

Better SCP Containment Flow:
With tools like the Electric Net Gun or Shock Grenade, the Tracker can halt fast moving SCPs like SCP-076 providing precious seconds for team coordination.
Encourages Team Synergy:
Since the Tracker’s kit is not designed to solo contain SCPs, it forces cooperation, allowing others to capitalize on slows, stuns, or zoning traps.

Counter to Rush:
Many SCPs rely on speed or ambush tactics. Tools like the Triggered Nerve Gas Mine provide area denial, discouraging reckless charges or hiding in high-traffic locations.

Possible Negatives of the suggestion:

Balance Concerns:

Tools like stuns and gas can be overpowered if spammed or poorly balanced, potentially making the game frustrating for SCP players.

Potential for Abuse:
Improper use (e.g., spamming mines near SCP spawns or doors) could lead to unfun gameplay without proper cooldowns or placement limitations.
Based on the Positives & Negatives, why should this suggestion be accepted:

This Tracker role introduces a tactical backbone better reinforced by the fact that it is CSG+ to the E-11 lineup that promotes smarter engagements over bodies. With proper balance and limitations, the utilities proposed will significantly improve the containment process, especially in chaotic or multi-SCP breach scenarios. The addition of trap-based utilities offers a counter to fast or evasive SCPs while encouraging teamplay, preparation, and thoughtful positioning.
for REAL dude move breacher to SGT
 

DuncanMcOkiner

Civil Gamers Expert
Jul 14, 2024
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1. In accordance with most of the thread, imo the main problem with E-11 is that they are not any better at fighting SCPs than any other regiment. O1 and A1 have elite equipment to maintain their power on site, NU7 has vehicles and a sniper job to assist with surface, but E-11 hardly even gets containment beams.

I'd consider giving ALL E-11 an innate SCP Damage Boost, a buffed version of the containment beam, or possibly (as someone mentioned) "weaker" versions of the ERT Equipment like the SCP Barriers and Turrets. Maybe half health and damage versions.

2. Likewise, when there is not an SCP Breach, there's nothing for them to do! They are simply used as sample-guarding escorts (especially now, as more documentation has to be looked over than ever), and ID checking.

I believe GSD should play a much larger role in those specific parts (especially the SCUs) as it just makes sense for CL3 GSD to escort and look over documents. Wouldn't even be that absurd numbers-wise, as there are usually more CL3 GSD on than E-11 as a whole. Maybe open more SCU slots to round this out.

Perhaps in lieu of this part of their gameplay, E-11 could get HCZ Missions (similar to NU7 surface missions), with rewards of random samples instead of hacker/weapon upgrades.

Just some ideas!
 
Honestly racking my brain for previous E-11 CPT experience, the immediate things I think of when it come to improving E-11, other than some of the ideas already presented, are to do with IC regimental policy, but content-wise what comes to mind is a couple of recently rejected suggestion ideas, so in the hopes of adding something constructive I'm just gonna perform a little necromancy here:
Point 4 from this suggestion - The idea of adding additional modes to the containment beam which could be cycled through for different effects when beaming SCPs.

That specific part of the suggestion was denied for
Containment beam usage is fine, it already slows scp if they are under 50% BM and used in mass 25% a sole beam can slow down a scp. Reducing damage output and disabling abilities are unneeded feature altho they look cool they arent needed and the containment beam shouldnt be used to massively debuff SCPs. In general, we would need to rebalance all SCPs as 1 beam can alter it so much.
I agree with the reasoning, but I disagree with outright throwing out the idea - I think there's potential merit to expanding the kind of things containment beams can do to SCPs.

I will also reiterate what I said in that thread as I believe the arguments I made there are still valid; A big part of the reason people don't like being on the receiving end of breach gameplay is that for the most part, you're just throwing waves of meat at the SCPs and shoot until you die or get it recontained - It gets old fast. I think that adding more to the containment beam, while it won't fix breach gameplay being largely very monotone and samey, could add a layer of tactical variety when approaching it.

This would be a largely E-11-centric change while still affording this ability to other combatives that are able to fight breaches; When combined with the next idea I bring up, would be even more E-11 focused.
This in its entirety, which sought to make dispenser cooldowns for items based on the job the player is currently on, denied for
Content Team feel that this change is not really needed, as it is a relatively over-complicated system to create and implement which will be under-utilised. The current dispenser cooldowns have the ability to be changed should there be an issue with length of cooldowns for specific items, however this would need to be suggested via another post. The items and their cooldowns, however, are the way they are to balance the server and allow for fair gameplay.
I have mixed feelings about this. I get the rationale behind it, but I feel that a lot of the spirit of what I was raising seems to have been ignored, in particular - Yes, the current items have the ability to be changed if there are issues and those cooldowns are a part of server balance.

A significant part of what I was asking for was about adding granularity to this; Players could suggest changes to item cooldowns per job (i.e. E-11 jobs get such and such cooldown on Scrantons, lower than normal: So E-11 jobs would get something like 2.5 minute cooldowns compared to the standard 5 that everyone else gets) and this could then be a more palatable way to balance that item with considerations for specific jobs and their use cases (People make a lot of suggestions about either changing an item's cooldown in the dispenser or just giving that item to a job's loadout to bypass dispenser cooldowns entirely for that job), while also providing a boon that makes E-11 more effective at fighting SCPs than other regiments. All via utility changes that don't change loadouts or item stats, without making things unbalanced, while still having a net positive effect on the server.

So then that feeds back into the underutilisation argument because by virtue of that (and even just considering E-11 without thinking about other departments/regiments), it wouldn't go underutilised, as it would then be a useful method through which:
  • The item balance is (more finely) determined

  • Improvements to combative gameplay can be made, which then in turn can enable RP once combat ends (and potentially sooner depending on the circumstances of usage)

  • Improvements to various different RP areas can be made
1. In accordance with most of the thread, imo the main problem with E-11 is that they are not any better at fighting SCPs than any other regiment. O1 and A1 have elite equipment to maintain their power on site, NU7 has vehicles and a sniper job to assist with surface, but E-11 hardly even gets containment beams.
Maybe give them a more powerful contaiment beam for some E-11 jobs (ex: It recharges faster/contains the SCPs faster/Has more range)
I agree with these sentiments and present that combining both of the previously rejected ideas I have elaborated on here (So Containment Beam modes, plus E-11 jobs could specifically have a reduced cooldown on beams compared to others), you get something that improves E-11's specific ability to fight breaches.
Give E11 all forms of AA under a tiered specific E11 AA system authorized only by them
Oh yeah, I'd also like to raise the idea I put forward in this thread, essentially expanding AA in a way that allows factions to capture advanced weaponry from one another and store them for later use (i.e. in addition to existing AA, so this would be a finite stock of additional weapons - Off the top of my head, I can think of the Freedom, Sanctum, RPG-7, whatever is deemed appropriate, really), primarily to use against breaches (and that would largely mostly end up being used by E-11) and potentially against other factions, depending on the weapon (This may require a rules revision to ensure appropriate usage and covering misuse).
 
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How about,

Give E11 all forms of AA under a tiered specific E11 AA system authorized only by them
Add more blast doors and turrets in HCZ to prevent leaks into LCZ.
Have a localized ERT deployment for E11 authorized by E11.

Retain the same breach measures but make breaches a real fight in HCZ instead of a competition to see how fast someone can get to the surface. Even make SCPs stronger and the fights longer instead of more frequent.

We also would like complete authority over everything in HCZ and everything related to HCZ, that only O5 can change.
 
To the very few people who said "Replace E-11 with GSD" Here is why it doesn't make sense:

Site-65 is a high priority site with several anomalies that may cause mass casualties and even end of the world scenarios' if gotten out such as SCP-096, SCP-008, SCP-682. in the lore several MTFs such as E-11 and Nu7 have stationed at high priority sites to provide internal security.
Site Security is built to handle all internal site matters when it comes to containment and countering GOIs. If E-11 were to be stationed on site it would be a small contingent not the entire regiment. It makes more sense for Site Security to handle all of these matters even with the numerous SCPs on site.
 

mradam_123

Active member
Jun 28, 2025
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Site Security is built to handle all internal site matters when it comes to containment and countering GOIs. If E-11 were to be stationed on site it would be a small contingent not the entire regiment. It makes more sense for Site Security to handle all of these matters even with the numerous SCPs on site.
Site Security is to delay breaches until MTFs or TRT get there to respond sure GSD can handle a single breach however anything above 2 breaches MTFs always responds
 

mradam_123

Active member
Jun 28, 2025
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Site Security is built to handle all internal site matters when it comes to containment and countering GOIs. If E-11 were to be stationed on site it would be a small contingent not the entire regiment. It makes more sense for Site Security to handle all of these matters even with the numerous SCPs on site.
Also Area-22 in lore is the home base for Nu7 where whole battalions are located so most likely E-11 would too be stationed with its whole regiment
 
This isn't Area 22, there are 4 MTFs on site including Nu7. I don't see why we need so many MTFs on the site to begin with. All E-11 do is guard checkpoints to HCZ and re contain SCPs which everyone else on site dose. It makes more sense to have SRUs and other security personnel be the main force on the site. Like I said they could reasonably be stationed there, but as a smaller task force like how AO is, not the entire regiment.
 

Citadel

Well-known Member
Apr 29, 2025
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To the very few people who said "Replace E-11 with GSD" Here is why it doesn't make sense:

Site-65 is a high priority site with several anomalies that may cause mass casualties and even end of the world scenarios' if gotten out such as SCP-096, SCP-008, SCP-682. in the lore several MTFs such as E-11 and Nu7 have stationed at high priority sites to provide internal security.

To the people the stated "Replace E-11 with (Insert MTF)" here is why it also does not make sense:

First of all even if we did replace E-11 with these MTFs it would still have the same balancing problems its has today. Secondly, Nine tailed fox is one of the most recognizable MTFs out their, when people think or hear "Mobile Task Force" Epsilon-11 is probably the first thing that comes to mind and honestly achieving E-11 because of its status in the lore of SCP was a big part why I was dedicated to getting. and it also serves as an incentive to why many new players want to get it.

My idea to balance E-11 and make it fun?:
E-11 needs to buffed extremely when fighting SCPs like 076, TG, 8837, 7722 as when fighting these SCPs right now it s basically a death simulator. E-11 also needs devices to break up big groups of dangerous SCP combos such as TG and 8837 or 076 and 682, my idea is to make some sort of impact grenade that forces these SCPs to spread out. I also think E-11 needs more utility such as giving the E-11 breachers (Since there is only 2 of them) with weaker SCP Shields and also give E-11 when they flag on scramblers and NVGs (They are a containment force surely they should have items that are crucial to them at all times and this doesn't nerf 096 as most of the time his picture always pops up in LCZ in public and E-11 rarely die in 096 breaches)
In quite literally the original SCP: containment breach game the site had: 682, 106, 035, 939, 173 and a lot others and was only guarded by site security. E-11 were called in after to fix it, to say it isn’t more accurate is not true.

Yes, E-11 is the most recognisable, from the game that says the opposite to what you claim to be true. E-11 being merged will not kill the player count, and it can still exist as ERT.
 

mradam_123

Active member
Jun 28, 2025
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MTF E-11 Missions

This suggestion will add Missions for MTF E-11 to do when no containment breaches are active these missions could be:

Site Wide Reality Bending Effects:

This mission would be where Site-65 would experience extreme reality bending effects such as more Hume fields popping up and people going missing in the border world of SCP-22415 at random E-11 will have to find the source of the reality bending use Kant Counters and stop it buy placing a SRA in the middle of the source and making sure no interference from anyone come from it for 2-5 minutes by guarding it in a zone for that amount of time.

SCP Maintenances
This would make it where some SCPs and their CCs will have to be maintained through the following means or else their breach queue gets shorter Some examples could be:


SCP-173: After sometime SCP-173's containment chamber will have to be cleaned through using Class-D personnel and the vacuum sweep (Its easy to get)

SCP-457: Everyonce in a while the sprinklers in SCP-457's containment chamber need cleared out by using Class-D to clean any gunk out of its sprinklers

SCP-049: Every once in a while SCP-049 will be able to request a "Patient" so that he may find a proper cure

SCP-082/SCP-682 These 2 SCPs require food and as such Class-D may be used to feed them (They do this on UK I believe for 682)

(These are just some Ideas for order)
(These order will only be active when the right amount of Class-D/E-11 are on)









 
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mradam_123

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Jun 28, 2025
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In quite literally the original SCP: containment breach game the site had: 682, 106, 035, 939, 173 and a lot others and was only guarded by site security. E-11 were called in after to fix it, to say it isn’t more accurate is not true.

Yes, E-11 is the most recognisable, from the game that says the opposite to what you claim to be true. E-11 being merged will not kill the player count, and it can still exist as ERT.
SCP CB isn't official lore instead a spin off of it.

This isn't Area 22, there are 4 MTFs on site including Nu7. I don't see why we need so many MTFs on the site to begin with. All E-11 do is guard checkpoints to HCZ and re contain SCPs which everyone else on site dose. It makes more sense to have SRUs and other security personnel be the main force on the site. Like I said they could reasonably be stationed there, but as a smaller task force like how AO is, not the entire regiment.
Your right this is Site-65 which has more dangerous SCPs. Also MTF E-11 is the only regiment on site whose entire job is to deal with SCPs as the number one priority what if there is a C-1 and C-2 going on, Also we are the best equipped regiment to deal with SCPs (Even though it can be better) besides SCU which is a 2 player job E-11 has the best guns for dealing with SCPs as they are high capacity SMGs and LMGs. Also we are the main response force throughout and as of recently Imo less breaches have reached LCZ because of E-11 stopping the threat obousily this needs to be improved because a TG and 8837 combo is almost unbeatable without ERT.
 
Make them have more specialized classes.

E-11's WHOLE point is being a threat to SCPs, something they should worry about engaging if they have prepared. But as of now E-11 is just another gun and killed all the same, except for a few SCPs, being 008, 049, and 096. Why? Because of scrambles, and biosuits.

My suggestion to fix E-11 is 2 things, the first being related to previously mentioned.

1. Add more specialized classes able to counter specific SCP like the following (NOT exactly, these are examples not absolute) :


Stab resistant suit: The E11 Stab resistant suit is the foundation's take on the tried and true protections against weapons from days long since past.
This suit will reduce incoming damage from melee SCP like 7722, 076, 049-2, and the like. (Of course not 682, and the boomer/9000) [maybe resistant against 008 but still infected when attacked, just takes longer to fall to the virus like you would when injected unless killed?]

Bite resistant suit: The E11 Bite Resistant suit is a foundation modified K9 training suit massively up-armored to face anomalous threats.
The bite suit will reduce incoming damage from biting SCPs like 682, 9000, boomer, and the like.

Reality Anchored suit: The E-11 Reality Anchored Suit was designed by top researchers to be resistant to direct reality bending attacks.
Cannot be directly attacked by stuff like headpop or disintegration, but is still damaged by materialized weapons and 8837's cosmic blast and black hole.

Frontal Recon: The E-11 Frontal Recon is a E-11 with intense training to increase their overall long range sprinting speeds.
Think maybe as fast as or a bit slower than a D-Class Scout to allow them to creatively outrun or dodge SCPs to get callouts of location or escape the range of attack.

Ect.

2. Add some missions for them like NU-7 maybe making use of the new AIs added recently? This is a HUGE stretch but when there's no breach maybe there could be a random spawning "deploy" system where E-11 will be "transported" (TP'd or spawned similar to ERT) to a area with a random small SCP to retrieve and extract with [think if CI also got there and had same mission] or kill [where the AI comes in] to contain them. To incentivize this they could be rewarded with a few different things, a bonus for completing a mission, the SCP now being in a designated area of HCZ for a bit to do testing/sampling, or just a hacking/weapon upgrade and sane vice versa for CI [maybe don't allow TB or jugg to go there for balance reasons as CI can have as many ops as they want while E11 is limited in people.]
 
Sep 16, 2022
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Hiya, just checking something.

I was talking with a dev not too long ago when they mentioned that E-11 may be getting energy weapons that do like fuck tons of damage to KTEs but fuck all damage to humans. I am talking like 100 HP per shot on an KTEs and 1 on people ( it's an exaggerated example ) is this weapon planned or was it scrapped?

Additionally, Grenades that lure in KTEs ( like 8837 blackhole or 035 possession ) would be kinda cool to see as Special Equipment for E-11.


You could additionally add more ways to containing KTEs that isn't just shooting or beaming.
honestly this would be so cool but ofc there will always be balancing issues and developers don't want to make E-11 too overpowered against SCPS